New Races for New Setting

By Direach, in Genesys

I've been working on (yet another) new setting, this one a high fantasy setting that owes a lot to one of my favourite MMOs, EverQuest. I don't have a lot of fluff done for it yet, but I'll post more when I write it. It's called "DELVE: Dungeons of Erehwon". The general gist is that it is a fantasy world in which dungeons from all over time and space (i.e. from other RPGs, movies, videogames) may appear for periods of time. Teams of adventurers, called "Delvers" or delving companies, seek these dungeons out to claim the riches and treasure from them before they disappear once more.

For now, I have the second pass on the mechanics of my racial choices done, and I'd like to know if you see anything glaringly wrong with them (or if you like them!). There is a "good guy" faction (the Merrodin Commonwealth), and a "bad guy" faction (the Illmorn Ascendancy), though the intent is that players will be able to choose their race freely, though faction affiliation may limit where certain races are welcome. While some of the races are based on those provided in RoT, I made some changes to better suit my concepts of those races. I think Human and Dwarf are the same as in RoT.

Thanks for taking a look!

Races of Erehwon

Many races, both fair and foul, inhabit the world of Erehwon. Some are native to Erehwon, others are more recent arrivals. Fear, envy, and blind hatred have caused innumerable conflicts between the races over the centuries, but in this era, a point of equilibrium has been reached. From the wars and strife of the past, two great factions have risen: the Merrodin Commonwealth, and the Illmorn Ascendancy.

The Merrodin Commonwealth is comprised of six independent nation-states: The Human lands of Merrodin, the Elven kingdom of Llandyssil, the Dwarfholds of the Ironhorn Mountains, the gnomish homeland of Derrydale, the Euclidean city of Pol Odaniya and its surrounding islands, and the Sauran city-states of the Tezowar Jungle.

Two hundred years ago, the leaders of these races drew up a charter to establish a lasting peace and alliance between their peoples. While the Human kingdom of Merrodin is the nominal capital of the Commonwealth, no state has authority over any other, and the folk of all the members states may travel and trade freely throughout the Commonwealth lands. This has led to great prosperity for all the nations of the Commonwealth.

The Illmorn Ascendancy is made up of an even more diverse, and far darker, confederacy of races: the Dark Elves, ruling from their subterranean capital of Illmorn; the Ogres, jealously guarding their forsaken city of Kruul deep within the Mosshollow Swamp; the far-flung Goblins, whose greatest kingdom is Bloodybones beneath the Caer Drath Mountains; the Ullithim, secreted away in their hidden citadel of Yhan'gool; and the haunted ruins of Dreadmoor, stronghold of the Risen.

The Ascendancy came about in direct response to the formation of the Merrodin Commonwealth: the Dark Elves feared (with good reason) that such an alliance could soon spell an end for their kind, and made overtures of alliance with the other fell races of Erehwon. Not all accepted, but enough did to bring together a united force capable of resisting, and thwarting, the nefarious ambitions of the hated Commonwealth. The charismatic Dark Elves are the nominal lords of the Ascendancy, while the scheming Ullithim manipulate events to their own ends from the shadows. The Risen, having no other refuge or allies, gladly war against the living of the surface worlds, while the Ogres and Goblins are perfectly happy being given foes to fight and shiny trinkets to claim.

Races of the Merrodin Commonwealth

Humans

Adaptive, resourceful, and ever curious, Humans are the most widespread race in Erehwon (with the arguable exception of Goblins). The largest human kingdom is Merrodin, on the sunny shores of the Eastern Sea, but they can be found in virtually every town under the sun. Their thirst for exploration and adventure is unmatched by any other race, and when a new expedition forms to delve into a newly discovered dungeon, it's all but a sure bet that a Human will be leading the charge.

Appearance: Humans vary greatly in height, weight, and build, but tend to have a similar look depending where they hail from. Humans from Merrodin frequently have fair skin, fair hair, and lighter eyes. Humans from the northern frontier tend to be more heavily built, with fair skin, dark hair, and dark eyes. Humans from the south and west often have darker skin, hair, and eyes. Those from the distant Eastern lands always have fair skin, black hair, and almond-shaped dark eyes. Still others, travelers from parts unknown, may have red hair, golden or white hair, or even more outlandish colours like teal or purple!

Strengths: The greatest strength of Humans is their adaptability: they can learn to deal with just about anything. Physically and mentally, they are the baseline against which other races are often compared.

Weaknesses: If Humans have a weakness, it may be a lack of caution, or recklessness. Humans too often fail to heed warnings and dire omens, and many who do end up becoming warnings themselves, in death.

Brawn: 2

Agility: 2

Intellect: 2

Cunning: 2

Willpower: 2

Presence: 2

Wound Threshold: 10 + Brawn

Strain Threshold: 10 + Willpower

Starting Experience: 110 XP

Special Abilities: Starting Skills: Humans begin with one rank in each of two different non-career skills. You still cannot train these skills above 2 during character creation.

Ready for Adventure: Once per session as an out-of-turn incidental, a Human may move one Story Point from the GM's pool to the players' pool.

Elves

Impulsive, quick, and carefree, the Elves call the mighty Llandyssil Forest their home and kingdom. Though not as adventurous as Humans, Elves are nearly as curious, and frequently strike out from their beloved homeland to explore the world. Their very long lives give them quite a different perspective on the world, and they are often fascinated by Human behaviour. They also love uncovering ancient secrets and mysteries, so that they may share what they've discovered with their kinfolk at home.

Appearance: Elves are shorter than Humans, usually standing no more than 5' 10”. They are naturally slim, and even the strongest of them do not appear overly bulky or muscular. They have large, luminous eyes of green, blue, or hazel, though some have darker or lighter eyes; amber eyes are quite auspicious, as they are considered to be a mark of favour from the gods of the forest. Elves usually have dark red, auburn, or chestnut brown hair, though some few have black hair, and even fewer have very hair hair. Their long, pointed ears are their most distinguishing feature, besides their supernatural grace.

Strengths: Elves are naturally athletic and agile, gifted with superb natural agility and balance. They also possess the Touch of Herne, which grants all their kind the power of Primal magic. Not all Elves cultivate this gift, but those that do can become powerful Druids and Shamans.

Weaknesses: Elves are a bit less robust than Humans, and their free-spirited nature makes it difficult for them to focus or concentrate for long. They chafe at repetitive tasks, and are prone to mercurial mood swings.

Brawn: 2

Agility: 3

Intellect: 2

Cunning: 2

Willpower: 1

Presence: 2

Wound Threshold: 9 + Brawn

Strain Threshold: 10 + Willpower

Starting Experience: 90 XP

Special Abilities: Starting Skills: Elves begin with one rank in Survival. You still cannot train this skill above 2 during character creation.

Wildtouched: Elves gain Primal as a career skill and begin with one rank in Primal. You still cannot train their Primal above 2 during character creation.

Dwarves

Proud, sturdy, and unyielding, the Dwarves make their homes upon and beneath the towering Ironhorn Mountains. Their capital is Kingshold, deep beneath Grandfather Thunder, the greatest of the Ironhorn peaks. The Dwarves are one of the oldest races of Erehwon, and have defended their holds since the ancient times. Though as a people they are frequently suspicious and reclusive, enough young Dwarves are curious about the world beyond the mountains to not be an uncommon sight in the lands of Erehwon. Dwarves of every age love gold, jewels, and treasure, and with their expertise in construction and stonework, they are welcome members of any delving company.

Appearance: Dwarves are considerably shorter than Humans, and a bit shorter than Elves, rarely reaching 5' in height. They tend to be stocky, with thick arms and legs. Male Dwarves always wear facial hair, from carefully curled mustaches to great beards down to their waists. Female Dwarves may sometimes grow beards, but are more often clean-shaven. Most Dwarves have dark hair and eyes, but those of the northern clans often have very fair or red hair, and blue or green eyes.

Strengths: Dwarves are renowned for their indomitable will, and for the strength of their oaths. They are also well known for their physical strength and resilience, as well as for their prodigious appetites for meat and drink! Their ability to see through all but complete darkness is a useful asset as well.

Weaknesses: Dwarves are considerably less nimble and graceful than other races, a fact that Elves and Gnomes frequently make light of.

Brawn: 2

Agility: 1

Intellect: 2

Cunning: 2

Willpower: 3

Presence: 2

Wound Threshold: 11 + Brawn

Strain Threshold: 10 + Willpower

Starting Experience: 90 XP

Special Abilities: Starting Skills: Dwarves begin with one rank in Resilience. You still cannot train this skill above 2 during character creation.

Dark Vision: When making skill checks, Dwarves remove up to 2 Setback imposed due to darkness.

Tough as Nails: Once per session, a Dwarf may spend a Story Point as an out-of-turn incidental immediately after suffering a Critical Injury and determining the result. If they do so, they count the result as “01”.

Gnomes

Cheerful, clever, and mischievous, Gnomes are a common (and usually welcome) sight in the lands of Erehwon. Their sunny homeland of Derrydale is a pastoral paradise of rolling fields, slow-moving brooks, and great shade trees, where most Gnomes are quite content to spend their whole lives. Some, however, get the irresistible urge to wander, and must follow that urge wherever it leads them, across or even under Erehwon. Gnomes are very good-natured on the whole, and have a well-earned reputation as tricksters. Many a delving company has been saved by the wiles of a Gnome, so they are usually very welcome among adventurers (who may still count their coins afterward).

Appearance: Gnomes are the smallest of the races of Erehwon, standing no more than 3'6”. They usually have brown skin, dark curly hair, and strikingly bright eyes. They tend to be slim of build, though the more sedentary among them can become quite stout! They have slightly pointed ears, and tend to smile a great deal.

Strengths: Gnomes are quick-witted and quick-footed, capable of anticipating and avoiding trouble before it strikes. Those Gnomes that can't sweet talk their way out of a situation can almost certainly sneak out of it.

Weaknesses: Gnomes are small and not very robust, which can be dangerous around hungry beasts and monsters.

Brawn: 1

Agility: 2

Intellect: 2

Cunning: 3

Willpower: 2

Presence: 2

Wound Threshold: 9+ Brawn

Strain Threshold: 11 + Willpower

Starting Experience: 90 XP

Small: Gnomes are silhouette 0.

Special Abilities: Starting Skills: Gnomes begin with one rank in either Charm or Stealth. You still cannot train their Charm or Stealth a bove 2 during character creation.

Nimble: Gnomes have a melee and ranged defense of 1.

Euclideans

Patient, kind, and sagacious, the Euclideans are planar wanderers who have lately made their home on Erehwon. Their city, Pol Odaniya, is a wondrous place capable of traveling through space and time, though for now it has come to rest off the eastern coast of Merrodar, amid a small chain of islands. The Euclideans are a gentle, intellectual people who love to acquire and share knowledge. Many of them are skilled arcanists, and some among them practice the mysterious discipline known as Mentalism. As relative newcomers to Erehwon, Euclideans take any opportunity to travel and explore, and frequently join delving companies in their adventures.

Appearance: Though superficially human in appearance, Euclideans are easily distinguished by their tall, conical heads and lack of visible ears. They are not significantly taller than humans, though their elongated heads make it seem so. Their hair is typically dark, and grows on the back of their heads; male Euclideans typically cultivate a topknot or ponytail, while females grow their hair long and braid it into pleasing patterns. Males may grow facial hair, females do not. Though they appear earless, Euclideans have sensitive membranes along the sides of their heads that conduct sound and interpret it far better than human ears can.

Strengths: Euclideans have extraordinarily capable minds, capable of contemplating many subjects at once. Their keen hearing and enhanced mental faculties also make them much more alert than most.

Weaknesses: As a people, the Euclideans are very honest and open; lies and deception do not come naturally or easily to most of them. They are also accustomed to a comfortable life, and do not always adapt well to “roughing it”.

Brawn: 2

Agility: 2

Intellect: 3

Cunning: 1

Willpower: 2

Presence: 2

Wound Threshold: 10 + Brawn

Strain Threshold: 13 + Willpower

Starting Experience: 90 XP

Special Abilities: Starting Skills: Euclideans begin with one rank in Vigilance. You still cannot train their Vigilance above 2 during character creation.

Knowledgeable: Euclideans treat all Knowledge skills as career skills.

Sauran

Strong, silent, and observant, the Sauran dwell in tribal communities deep in the Tezowar Jungle to the south. Ages ago, the ancestors of the Sauran ruled the world. The Tyran Empire conquered all of Merrodar, and many lands beyond. Eventually, the empire fell into decadence and chaos, and its former subjects and slaves trampled it into dust. The Sauran of the modern era have not forgotten the lesson of their ancient empire, and have chosen a simpler life. The Sauran live in relative peace, defending themselves when necessary, and rarely traveling out into the world. Some Sauran, though, want to know more about the other races of the world: out of curiosity, or guilt, they leave the jungle and seek out the company of those whom their Empire once held as slaves.

Appearance: The Sauran are fearsome of countenance. They are reptilian, standing over 7' tall, and weigh far more than a large human. They are armoured with spiny scales, and have a thick tail for balance. Their heads are crowned with spikes or spines, and their jaws are lined with gleaming ivory teeth. Their eyes are usually gold, green, or rarely red. Their scales are often patterned, and those wise in Sauran lore can tell which tribe or region a Sauran is from by the pattern of his scales. Their hands and feet end in powerful claws that can be used as formidable weapons.

Strengths: Sauran are very physically powerful and athletic. They are strong swimmers, and are as dangerous unarmed as armed, thanks to their deadly claws. Sauran have weak senses of smell and taste, but excellent vision and hearing.

Weaknesses: Sauran tend to be quiet, rarely speaking unless spoken to. Their expressionless faces make it hard for most races to see what they're thinking or feeling, and most Sauran have difficulty expressing themselves eloquently. There are also still residual hard feelings among some races towards the Sauran, an animosity based on legends of the cruel Tyran Empire.

Brawn: 3

Agility: 2

Intellect: 2

Cunning: 2

Willpower: 2

Presence: 1

Wound Threshold: 12 + Brawn

Strain Threshold: 8 + Willpower

Starting Experience: 90 XP

Special Abilities: Starting Skills: Sauran begin with one rank in Perception. You still cannot train their Perception above 2 during character creation.

Claws: A Sauran may use his claws to attack, using the following weapon profile: (Brawl; Damage +1; Critical 3; Range [Engaged]; Vicious 1).

Out for Blood: After a Sauran hits a character with a successful combat check, they add 1 Boost to combat checks targeting the same character until the end of the encounter.

Races of the Illmorn Ascendancy

Dark Elves

Ambitious, cruel, and commanding, the Dark Elves rule the vast Darkworld beneath Erehwon from their beautiful, terrible city of Illmorn. Dark Elves seek adventure to increase their own power, and to continuously extend the reach of the Illmorn Ascendancy. Many are also driven by their hatred of their surface-dwelling cousins, most of whom have long since forgotten the reason for the rift between their peoples (which only further incenses the Dark Elves). The Dark Elves see themselves as natural leaders and rulers, destined to one day subjugate all of Erehwon.

Appearance: Dark Elves are usually about the same height as Elves, but even more slender. Their skin colour is mainly dark hues of purple and blue, though some rare few are born with lighter violet or azure tones. Their eyes are usually purple, occasionally blue, rarely crimson. Their hair is very fine and fair, often so pale as to appear silver or white. Their ears are typically longer than their surface cousins'.

Strengths: Dark Elves are powerfully charismatic, and have little difficulty bending others to their will. They are also gifted sorcerers, with an innate grasp of arcane magic that makes them formidable opponents.

Weaknesses: Millennia in the Darkworld have left Dark Elves less robust than most races. When they venture to the surface, they prefer to remain in shadows; Dark Elves find exposure to bright sunlight painful and disorienting.

Brawn: 1

Agility: 2

Intellect: 2

Cunning: 2

Willpower: 2

Presence: 3

Wound Threshold: 8 + Brawn

Strain Threshold: 10 + Willpower

Starting Experience: 90 XP

Special Abilities: Starting Skills: Dark Elves begin with one rank in Coercion. You still cannot train their Coercion above 2 during character creation.

Dark Vision: When making skill checks, Dark Elves remove up to 2 Setback imposed due to darkness.

Arcane Initiate: Dark Elves gain Arcana as a career skill and begin with one rank in Arcana. You still cannot train their Arcana above 2 during character creation.

Ogres

Aggressive, dull-witted, and monstrously strong, the Ogres are the brutal enforcers of the Ascendancy. Their ugly stone city of Kruul crouches within the treacherous Mosshollow Swamp, and it is from here that they launch their raids against the civilized lands to the north. Ogres are easily motivated to adventure, especially by the Dark Elves, whom they adore. Ogres love shiny treasures (even if it is actually junk), and they love the opportunity to fight, kill, and eat even more. Ogres seldom have the mental faculties to perform magic, but some rare few are more gifted than their fellows, and become powerful Primalists.

Appearance: Ogres tower over the other races, averaging 8'-9' in height, and weighing 600-800 lbs. Their skin colour is fairly similar to that of Humans. Ogres tend not to have much hair, and what they do have is coarse and dark. Their eyes are small, and usually dark-coloured; those with a talent for magic frequently have startlingly bright coloured eyes. Large tusks protrude from their flabby lips, and their noses are bulbous and bent. Some Ogres have horns, usually a short pair protruding from their forehead, though some grow huge ram-like horns. Very rarely, an Ogre might have a single large horn jutting from its brow: this is considered a good omen among their kind, marking that Ogre as destined for greatness.

Strengths: Certainly, the physical might of Ogres is their greatest strength, in the most literal sense. They are also very resilient to harm, and can haul enormous weights without tiring.

Weaknesses: Most Ogres are stupid, uncouth, and foul beings. They have difficulty following complex thoughts or plans, and grow angry and impatient easily. They have no concept of personal hygiene, which is often very trying for Dark Elves in their company.

Brawn: 4

Agility: 2

Intellect: 1

Cunning: 2

Willpower: 2

Presence: 1

Wound Threshold: 14+ Brawn

Strain Threshold: 8 + Willpower

Starting Experience: 70 XP

Special Abilities: Starting Skills: Ogres begin with one rank in Brawl. You still cannot train their Brawl above 2 during character creation.

Heavy Lifter: An Ogre's encumbrance threshold is 10 plus their Brawn rating. Ogres also gain 1 Boost die on any checks made to lift, move, or carry objects or creatures.

Goblins

Sly, stealthy, and opportunistic, Goblin tribes can be found nearly everywhere on Erehwon. There are nearly as many Goblin Kings as there are Goblin tribes, though the greatest Goblin kingdom is Bloodybones, in the mountains west of Merrodin. Goblins typically seek adventure as a path to personal advancement: Goblin society is heavily tied to how much stuff you have, the more valuable the stuff, the better. Any Goblin has the potential to be King (or Queen), if they can survive long enough and accumulate enough stuff. Goblins have no great affection for any other race (or for most Goblins), but they are very willing to work together with others if it will increase their own fortunes.

Appearance: Goblins are wiry humanoids about the same height as Dwarves, but much leaner. Their skin colour varies greatly depending on the region they're from: northern Goblins often have chalk white or ice blue skin, while Goblins from volcanic regions have reddish skin. Swamp, jungle, or forest Goblins typically have mottled brown or green skin. All Goblins have greasy black hair, and small, dark eyes. They have long noses, long ears, and vicious pointed teeth.

Strengths: Goblins are very crafty opponents, quick to seize an advantage or exploit a weakness. They are naturally very sneaky, and make excellent pickpockets and trapsmiths.

Weaknesses: Goblins are notorious for their willingness to abandon a “lost cause”, and certainly feel no guilt about abandoning allies to save their own skins. They are often easily frightened and intimidated; without a strong leader present, they will flee as soon as things start going badly for them.

Brawn: 2

Agility: 2

Intellect: 2

Cunning: 3

Willpower: 1

Presence: 2

Wound Threshold: 11 + Brawn

Strain Threshold: 9 + Willpower

Starting Experience: 90 XP

Special Abilities: Starting Skills: Goblins begin with one rank in Stealth. You still cannot train their Stealth above 2 during character creation.

Fighting Dirty: Goblins begin with the Dirty Tricks talent.

Ullithim

Cold, calculating, and alien, the Ullithim weave their far-reaching schemes from their hidden citadel of Yhan'gool in the deepest depths of the Darkworld. Ullithim take to adventuring out of necessity: Ullithim society is a harsh meritocracy, and only those who truly excel may win a place in the glistening halls of Yhan'gool. Nascent Ullithim are cast out into the Darkworld almost as soon as they achieve full sapience, to thrive or perish on their own. They must gain experience, objects of power, and most of all knowledge, in order to return home. Allying themselves with the other powers of the Darkworld is only sensible, and a means to a much greater end. Still, despite their alien nature and lack of true emotions, some Ullithim become fond of their companions, and (as much as they are capable of doing so) enjoy the rewards of adventuring with others.

Appearance: Ullithim are tall, usually well over 6' in height, and alarmingly thin, with elongated arms and legs. Each hand ends in four long, nailless fingers and two opposable thumbs. Their flesh is mottled and translucent, usually appearing in sickening shades of purple and blue, deepening to crimson when they are alarmed or angered. Their heads are octopoidal, with two large eyes with lozenge-shaped pupils, and four prehensile arms covering their lamprey-like mouths.

Strengths: Ullithim are incredibly intelligent, and unbound by the morals and ethics that often hamper others from seeing every possible solution to a problem. Every Ullith is telepathic, and can mentally communicate with any sapient creature within Medium range. Every Ullith also possesses a degree of Mentalism in the form of their feared Mind Blast.

Weaknesses: Their peculiar anatomy leaves Ullithim less graceful and coordinated than most races. They also tend to be somewhat frail. More significantly, Ullithim are reviled and feared by most races for their alien nature, appearance, and eating habits: Ullithim are well-known for their revolting preference for living brains. This is more of a delicacy for Ullithim than a necessity, but that is a distinction most races fail to make.

Brawn: 2

Agility: 1

Intellect: 3

Cunning: 2

Willpower: 2

Presence: 2

Wound Threshold: 8 + Brawn

Strain Threshold: 12 + Willpower

Starting Experience: 90 XP

Special Abilities: Starting Skills: Ullithim gain Knowledge (Forbidden) as a career skill, and begin with one rank in Knowledge (Forbidden). You still cannot train their Knowledge (Forbidden) above 2 during character creation.

Dark Vision: When making skill checks, Ullithim remove up to 2 Setback imposed due to darkness.

Mind Blast: Ullithim can unleash a blast of psionic energy powerful enough to stagger a mammoth (Discipline; Damage 6; Critical 4; Range [Short]; Blast 3, Concussive 1, Slow- Firing 2, Stun Damage). Each time an Ullith uses this ability, it suffers 3 strain.

Fearsome: The Ullithim are terrifying to most other species. All Ullithim add 1 Setback to Charm, Deception, Leadership, and Negotiation checks they make, but they add 1 Boost

to Coercion checks they make. This does not apply when interacting with other Ullithim.

Risen

Resilient, determined, and vengeful, the Risen have no true homeland. They have only the shadowy refuge called Dreadmoor, where their kind can be safe from persecution, at least for a while. Occasionally, when a necromancer or other summoner raises an undead servant, that servant rises with full sapience and independence. Often these uncontrolled undead are immediately destroyed, but some manage to escape or slay their creator, and strike out into the world. These exceptional beings are known as the Risen. The Risen seek adventure because there is safety and strength in numbers. All Risen have an open invitation to join the Illmorn Ascendancy, and receive sanctuary if they desire it: that by itself is a strong lure for these cursed creatures. Others seek revenge on tormentors from their former life, on their killers, or on their creators. Very few Risen choose to live peaceful lives.

Appearance: Risen are undead, and appear to be animated skeletons or zombies. They are most often human, but they can be of any race (except for Ullithim, who cannot be raised as undead). Some Risen retain some, or all, of their flesh, though desiccated and ragged; others are naught but animated bone.

Strengths: In their undead state, the Risen are no longer subject to many of the travails of the living: they do not eat, drink, or sleep, they cannot drown, and they are unaffected by poison and disease. They are also possessed of a supernatural vitality that makes them very hard to defeat.

Weaknesses: The Risen are rarely as limber in death as they were in life, and their personalities are often callous and sardonic. While they are nominally welcome in the Illmorn Ascendancy, they are abhorred by the surface-dwelling races (except the Ogres), and are often attacked on sight, even in neutral locales. Even in the Ascendancy, the Risen are frequently treated as second-class beings by the Dark Elves.

Brawn: 2

Agility: 1

Intellect: 2

Cunning: 2

Willpower: 3

Presence: 1

Wound Threshold: 11 + Brawn

Strain Threshold: 10 + Willpower

Starting Experience: 90 XP

Special Abilities: Starting Skills: Risen begin with one rank in a career skill of their choice. You still cannot train the chosen skill above 2 during character creation.

Undead: Risen do not need to eat, sleep, or breathe, and are unaffected by toxins and poisons.

Armour of Death: Risen begin with one rank in the Enduring talent.

Ophidians

Elegant, sinuous, and inscrutable, the Ophidians brood in their vine-strewn temples in the deepest reaches of the Tezowar Jungle. They hold an aeons-old grudge against the Sauran, whose long-gone Tyran Empire the Ophidians blame for the overthrow and destruction of their own ancient civilization. Ophidians seek adventure to claim the power and resources they believe they need to restore their ancient empire to prominence once more, and to elevate their own standing in their society. They also relish any opportunity to strike against the hated Sauran, though it is not unknown for individuals of the two races to occasionally find common ground, or even friendship.

Appearance: Ophidians are tall, slender humanoids with serpentine heads. They usually stand a bit over 6' tall. Their bodies are covered in fine, shiny scales, and they have four digits on their hands and feet. They do not have tails, and lack visible secondary sexual characteristics; it can be difficult for other races to tell male and female Ophidians apart. Their heads often reflect the status of their ancestry, with the cobra-hooded Naga bloodline preeminent among their kind. They have unblinking golden eyes, and long, forked tongues.

Strengths: Ophidians are extraordinarily agile and limber, capable of slipping through passages too narrow for most races. They are feared for their deadly bite, the venom from which can kill a man in moments.

Weaknesses: Ophidians are less hearty than most races, and have a tendency to become lethargic if the environment gets too cold.

Brawn: 1

Agility: 3

Intellect: 2

Cunning: 2

Willpower: 2

Presence: 2

Wound Threshold: 9 + Brawn

Strain Threshold: 10+ Willpower

Starting Experience: 90 XP

Special Abilities: Starting Skills: Ophidians begin with one rank in Coordination. You still cannot train their Coordination above 2 during character creation.

Fangs: An Ophidian may use her venomous fangs to attack, using the following weapon profile: (Brawl; Damage +1; Critical 4; Range [Engaged]; Burn 2). The Burn quality represents poison damage, and may only be activated once per encounter.

Serpent Strike: Ophidians begin with one rank in the Rapid Reaction talent.

Edited by Direach

80 views and no complaints, I will take that as rousing approval. :)

Quickly skimmed, and no major problems stood out to me. One minor quibble:

On 5/2/2018 at 10:47 PM, Direach said:

Weaknesses: As a people, the Euclideans are kind and trusting to a fault, and are often not aware when they are being deceived or tricked. They are also accustomed to a comfortable life, and do not adapt well to challenging environm  ents or situa  tions.      

On 5/2/2018 at 10:47 PM, Direach said:

Special Abilities: Starting Skills: Euclideans begin with one rank in Vigilance. You still cannot train their Vigilance above 2 during character creation.

Mechanically, this seems to be at odds with the intended flavor of the race. The GCRB states:

Quote

Your character should use this skill [vigilance] if…

• Your character just got ambushed, and you are rolling to determine Initiative order. A high Vigilance means your character has a better chance of reacting quickly to the threat.

Your character is being lied to ; the opponent’s Deception check is opposed by your character’s Vigilance skill.

Your character has a chance to notice important details in their surroundings while not looking for them directly.

(Emphasis added)

I realize the race's strength lends itself to ranks in Vigilance, but the RAW negate the weakness. Maybe ranks in cool, since they're so intelligent they can react quickly, but since they're brainiacs maybe they tend to get lost in thought and not notice as much when not intentionally using their senses? Just a suggestion. Great work, in any case! I may wind up swiping a few of your ideas for my own D&D 5e conversion. I really appreciate all the work that has gone into this, because I've been trying to do the same thing and it is tough to keep the flavor and balance the mechanics between systems. Big thumbs up!

Thanks! The Euclideans are basically cloned from Cereans in SW statwise, but I nerfed Cunning instead of Agility. I'll rewrite the fluff a bit to tweak it. It's tough to describe someone who is attentive to their environment, but less so to social situations, when the same skill governs both checks.

EDIT: Made a few edits, added the fluff for the "evil" races, added the Ophidian snakemen as well. All races should be done now. If anyone wants to see my homework for balancing racial abilities etc, let me know. :)

Edited by Direach